Quote Originally Posted by Duelle View Post
Damage and utility should not be the defining elements of tank classes, since that creates incongruities in performance that lead to scenarios not unlike what we're seeing right now. The metagame isn't the only source of the problem; how SE approached tank design is a part of it too.

This said, my own concern would be relative damage between tanks and DPS. That's why I'd be hesitant to buff PLD damage and simply would lower tank emphasis on DPS a bit while making all 3 perform close to each other numberswise. Gameplay choices are attached to this, since by design PLD, WAR and DRK are clearly not meant to be tanking outside of Grit/Defiance/Shield Oath, and I have a feeling part of the issue would go away if you somehow forced all three to full-time their tank stances when main tanking (if I recall, Defiance WAR was pulling slightly ahead of a Shield Oath PLD back in ARR).

The next item would be utility, which is rather sparse on WAR with the exception of how strong Storm's Path is (which I suspect is a reason for WAR being guaranteed a raid spot). This is where you need to homogenize a bit. Either make Halone and Delirium provide the same effect, or make Storm's Path a buff that only affects the WAR.
I disagree. Sitting around in tank stance is boring and requires no thought or skill. Stance dancing means more interesting gameplay for both the tank and the healers.

It also isn't required unless you're in savage. Everything else you can sit in tank stance all day, or stance dance as you see fit.

It's fine to have differences in damage and utility. But the WAR clearly brings the best of both right now which is the problem. Particularly for the PLD who is way behind in Utility, AoE DPS, shield oath DPS, threat generation and TP management.